Apparatus for managing online game, method and system therefor
Abstract
An apparatus for managing an online game. The apparatus including a processor and a memory. The processor is configured to identify a set of client devices engaged in an online game; identify game parameters associated with client devices in the set; define group of client devices from the set of client devices, wherein the at least one group of client devices includes client devices with similar game parameter; determine communication latency between each of the client devices in the group of client devices and a server; define subgroup of client devices from each of the group of client devices, wherein the subgroup of client devices includes client devices with a similar communication latency; and enable the client devices in the subgroup of client devices to engage in a game session of the online game.
Claims
exact text as granted — not AI-modified1 - 23 . (canceled)
24 . An apparatus for managing a multiplayer online game, the apparatus comprising a processor and a memory, wherein the processor is configured to: identify a set of client devices engaged in the multiplayer online game; determine a communication latency between each client device of the set and a server; define a subgroup of the client devices having substantially identical communication latencies within a tolerance range; and insert a delay module in at least one client device of the subgroup to artificially increase communication latency such that the client devices of the subgroup exhibit substantially identical communication latencies.
25 . The apparatus according to claim 24 , wherein the delay module is configured to apply a fixed additional delay to a communication signal transmitted between the client device and the server.
26 . The apparatus according to claim 24 , wherein the delay module is dynamically adjustable by the processor to maintain the substantially identical communication latencies in response to real-time variations.
27 . The apparatus according to claim 24 , wherein the processor is further configured to share a pair of ciphered keys between each of the client devices and the server, the ciphered keys enabling secure latency measurement.
28 . The apparatus according to claim 27 , wherein the ciphered keys comprise an asymmetric key pair including a public key stored at the server and a private key stored at the client device.
29 . The apparatus according to claim 24 , wherein the processor is configured to establish a user datagram protocol (UDP) connection between each of the client devices and the server for measuring the communication latency.
30 . The apparatus according to claim 24 , wherein the processor is further configured to reallocate a client device to a different subgroup upon detecting that a change in communication latency of the client device exceeds a threshold.
31 . A method for managing a multiplayer online game, the method comprising: identifying a set of client devices engaged in the multiplayer online game; measuring communication latencies between each client device and a server using a secure exchange of ciphered keys; grouping a first client device and a second client device into a subgroup when the measured latencies differ by less than a pre-determined threshold; and enabling only the subgroup to participate in a same game session of the multiplayer online game.
32 . The method according to claim 31 , further comprising reallocating a client device from the subgroup to another subgroup upon detecting a change in communication latency exceeding the pre-determined threshold.
33 . The method according to claim 31 , further comprising increasing a latency of one or more client devices in the subgroup by applying a delay module, thereby maintaining substantially identical communication latency among the subgroup.
34 . The method according to claim 31 , further comprising establishing a UDP connection between each client device and the server for determining the communication latency.
35 . The method according to claim 31 , wherein the secure exchange of ciphered keys comprises generating an asymmetric key pair at a client device, transmitting a public key to the server, and using a private key at the client device to sign latency measurement data.
36 . A system for managing a multiplayer online game, the system comprising: a server configured to host the multiplayer online game; and an apparatus communicatively coupled to the server and to a set of client devices, the apparatus being configured to: determine communication latencies of the set of client devices; define at least one subgroup of the client devices having a similar communication latency; and enable the subgroup to engage in a same game session of the multiplayer online game, wherein at least one of the client devices of the subgroup employs a delay module to artificially increase latency for alignment with other client devices in the subgroup.
37 . The system according to claim 36 , wherein the apparatus is configured to dynamically adjust the delay module to maintain latency alignment across the subgroup.
38 . The system according to claim 36 , wherein the apparatus is configured to maintain a structured list of the client devices, including identifiers, associated game parameters, measured communication latencies, and subgroup assignments.Cited by (0)
No later patents cite this yet.
References (0)
No backward citations on record.